The Tau Ceti Foreign Legion (#5779)

This pr adds the Tau Ceti Foreign Legion, at the request of the lore team, to replace/be an alternative to the ert.
This commit is contained in:
Alberyk
2018-12-30 09:06:21 -02:00
committed by Werner
parent 03b689bd5f
commit ed0297a697
84 changed files with 69634 additions and 67896 deletions
+15 -1
View File
@@ -420,4 +420,18 @@
mag_type = MAGAZINE
caliber = "a762"
ammo_type = /obj/item/ammo_casing/a762
max_ammo = 1000
max_ammo = 1000
/obj/item/ammo_magazine/gauss
name = "tungsten slug box"
icon_state = "slugbox"
mag_type = MAGAZINE
caliber = "gauss"
ammo_type = /obj/item/ammo_casing/gauss
max_ammo = 7
multiple_sprites = 1
/obj/item/ammo_magazine/gauss/emp
name = "ion slug box"
icon_state = "empslugbox"
ammo_type = /obj/item/ammo_casing/gauss/emp
+14 -1
View File
@@ -260,4 +260,17 @@
desc = "Some vintage shell casing. It looks old, and you can't understand the writing stamped on it."
caliber = "vintage"
icon_state = "lcasing"
spent_icon = "lcasing-spent"
spent_icon = "lcasing-spent"
/obj/item/ammo_casing/gauss
name = "tungsten slug"
desc = "A heavy tungsten gauss slug."
caliber = "gaus"
icon_state = "tungstenslug"
projectile_type = /obj/item/projectile/bullet/gauss
/obj/item/ammo_casing/gauss/emp
name = "ion slug"
desc = "A heavy ion gauss slug."
icon_state = "empslug"
projectile_type = /obj/item/projectile/ion/gauss
@@ -0,0 +1,77 @@
/obj/item/weapon/gun/energy/blaster
name = "blaster pistol"
desc = "A tiny energy pistol converted to fire off energy bolts rather than lasers beams. It's covered in the colors of the Tau Ceti Foreign Legion."
icon_state = "blaster_pistol"
item_state = "blaster_pistol"
fire_sound = 'sound/weapons/Laser.ogg'
slot_flags = SLOT_BELT
w_class = 3
force = 5
origin_tech = list(TECH_COMBAT = 2, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
projectile_type = /obj/item/projectile/energy/blaster
max_shots = 6
burst_delay = 2
sel_mode = 1
firemodes = list(
list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, burst_accuracy=null, dispersion=null),
list(mode_name="2-round bursts", burst=2, fire_delay=null, move_delay=2, burst_accuracy=list(1,0,0), dispersion=list(0, 10, 15))
)
/obj/item/weapon/gun/energy/blaster/carbine
name = "blaster carbine"
desc = "A short-barreled blaster carbine meant for easy handling and comfort when in combat. It's covered in the colors of the Tau Ceti Foreign Legion."
icon_state = "blaster_carbine"
item_state = "blaster_carbine"
max_shots = 12
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
projectile_type = /obj/item/projectile/energy/blaster
/obj/item/weapon/gun/energy/blaster/rifle
name = "bolt slinger"
desc = "A blaster rifle which seems to work by accelerating particles and flinging them out in destructive bolts. It's covered in the colors of the Tau Ceti Foreign Legion."
icon_state = "blaster_rifle"
item_state = "blaster_rifle"
max_shots = 20
origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 3)
projectile_type = /obj/item/projectile/energy/blaster/heavy
slot_flags = SLOT_BACK
w_class = 4
fire_delay = 25
w_class = 4
accuracy = -3
scoped_accuracy = 4
fire_delay_wielded = 10
accuracy_wielded = 0
action_button_name = "Wield rifle"
/obj/item/weapon/gun/energy/blaster/rifle/update_icon()
..()
if(wielded)
item_state = "blaster_rifle-wielded"
else
item_state = initial(item_state)
update_held_icon()
/obj/item/weapon/gun/energy/blaster/rifle/can_wield()
return 1
/obj/item/weapon/gun/energy/blaster/rifle/ui_action_click()
if(src in usr)
toggle_wield(usr)
/obj/item/weapon/gun/energy/blaster/rifle/verb/scope()
set category = "Object"
set name = "Use Scope"
set popup_menu = 1
if(wielded)
toggle_scope(2.0, usr)
else
usr << "<span class='warning'>You can't look through the scope without stabilizing the rifle!</span>"
@@ -304,7 +304,7 @@
w_class = 3
accuracy = 1
force = 10
projectile_type = /obj/item/projectile/energy/blaster
projectile_type = /obj/item/projectile/energy/blaster/incendiary
max_shots = 6
sel_mode = 1
burst = 1
@@ -1,6 +1,7 @@
#define HOLD_CASINGS 0 //do not do anything after firing. Manual action, like pump shotguns, or guns that want to define custom behaviour
#define EJECT_CASINGS 1 //drop spent casings on the ground after firing
#define CYCLE_CASINGS 2 //experimental: cycle casings, like a revolver. Also works for multibarrelled guns
#define DELETE_CASINGS 3 //deletes the casing, used in caseless ammunition guns or something
/obj/item/weapon/gun/projectile
name = "gun"
@@ -95,6 +96,8 @@
G.gunshot_residue = chambered.caliber
switch(handle_casings)
if(DELETE_CASINGS)
qdel(chambered)
if(EJECT_CASINGS) //eject casing onto ground.
chambered.forceMove(get_turf(src))
if(CYCLE_CASINGS) //cycle the casing back to the end.
@@ -207,3 +207,53 @@
user << "<span class='warning'>The bolt is open on \the [src]!</span>"
return
..()
/obj/item/weapon/gun/projectile/gauss
name = "gauss thumper"
desc = "An outdated gauss weapon which sees sparing use in modern times. It's covered in the colors of the Tau Ceti Foreign Legion."
w_class = 3
slot_flags = 0
magazine_type = /obj/item/ammo_magazine/gauss
allowed_magazines = list(/obj/item/ammo_magazine/gauss)
icon_state = "gauss_thumper"
caliber = "gauss"
accuracy = 1
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2)
fire_sound = 'sound/weapons/railgun.ogg'
load_method = MAGAZINE
handle_casings = DELETE_CASINGS
fire_delay = 25
accuracy = -1
fire_delay_wielded = 10
accuracy_wielded = 2
action_button_name = "Wield rifle"
/obj/item/weapon/gun/projectile/gauss/update_icon()
..()
icon_state = (ammo_magazine)? "gauss_thumper" : "gauss_thumper-e"
if(wielded)
item_state = "gauss_thumper-wielded"
else
item_state = "gauss_thumper"
update_held_icon()
return
/obj/item/weapon/gun/projectile/gauss/can_wield()
return 1
/obj/item/weapon/gun/projectile/gauss/ui_action_click()
if(src in usr)
toggle_wield(usr)
/obj/item/weapon/gun/projectile/gauss/verb/wield_rifle()
set name = "Wield rifle"
set category = "Object"
set src in usr
toggle_wield(usr)
usr.update_icon()
@@ -395,7 +395,7 @@
/obj/item/laser_components/modulator/blaster
name = "blaster-bolt modulator"
desc = "Modulates the beam into firing disparate energy bolts."
projectile = /obj/item/projectile/energy/blaster
projectile = /obj/item/projectile/energy/blaster/incendiary
icon_state = "lensatic"
/obj/item/laser_components/modulator/bfg
@@ -316,4 +316,9 @@
penetrating = 0
damage = 10
/obj/item/projectile/bullet/gauss
name = "slug"
icon_state = "heavygauss"
damage = 30
muzzle_type = /obj/effect/projectile/muzzle/gauss
embed = 0
+10 -16
View File
@@ -210,23 +210,17 @@
/obj/item/projectile/energy/blaster
name = "blaster bolt"
icon_state = "laser"
icon_state = "heavybolt"
damage = 30
check_armour = "laser"
damage = 15
damage_type = BURN
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
embed = 0
incinerate = 2
muzzle_type = /obj/effect/projectile/muzzle/bolt
/*/obj/item/projectile/energy/flamer
name = "promethium"
icon_state = "fire"
check_armour = "energy"
kill_count = 25
damage = 10
damage_type = BURN
pass_flags = PASSTABLE
step_delay = 2
kill_count = 75
embed = 0
incinerate = 10*/
/obj/item/projectile/energy/blaster/heavy
damage = 35
/obj/item/projectile/energy/blaster/incendiary
icon_state = "laser"
damage = 15
incinerate = 2
@@ -61,6 +61,10 @@
name = "heavy ion pulse"
pulse_range = 5
/obj/item/projectile/ion/gauss
name = "ion slug"
icon_state = "heavygauss"
/obj/item/projectile/bullet/gyro
name ="explosive bolt"
icon_state= "bolter"